Conquered cities of other faction group too strong

Hi

Cities conquered by the respective other faction group (i.e. Kingdom / Empire city conquered by the Empire / Kingdom) are way too strong and tend to become imbalanced. This is due to the fact, that the "one per settlement" restriction seems not to work with respect to the equivalent building of the other side. [Yeah, yeah. I know that a multicultural society is more productive in real life, but I'm talking game balance here.]

So these cities can end up with twice the number of basic buildings (e.g. a Merchant AND a Money Lender) and - far worse - double duplicator buildings. War Council & Barracks, a Fungi Storehouse &  an Irrigation System ... and and and.

Altogether this makes those cross-faction cities not only ugly as hell, but also way more powerful than every single-faction city could ever be. Its basically two cities in one.

The only counterbalance for this - and by far not nearly counterbalance enough - is the fact, that e.g. on the Kingdom side conquered Shovels do not upgrade to Houses etc.

 

Rabenhoff

6,471 views 4 replies
Reply #1 Top

you can just demolish the basic housing (and get the food back) and replace them with your houses, viola the perfect city :)

Reply #2 Top

Seems like an oversight.. Empire cities should not be able to build Kingdom improvements and vice versa. If you capture a city belonging to the other "race", you'd have to take it as is. You could still use its zone of influence to build on resources, and you'd get whatever uniqueness the city you captured offers (like if it has warg or horse production for the side that can't get them).

Seems pretty straightforward :)

Reply #3 Top

Quoting tesb, reply 1
you can just demolish the basic housing (and get the food back) and replace them with your houses, viola the perfect city
End of tesb's quote

 

I do exactly that, Tesb. As I said, it's more a nuisance than a counterbalance.

Regarding a possible solution for the general problem? How about a "assimilation period", while you "reeducate" or "integrate" the conquered city into your empire. [Yes, I know it sounds horrible, if you image it in a real-life context.]

During that time, e.g. determined by the population of the city and its number of buildings, you would not be able to build or train in it. And after this interval is over, buildings would change to their counterparts or be torn down if unique  ... or more ideally "abandoned" with extra building graphics. But that would just be the icing on the cake. And of course, should the city be reconquered during the "assimilation", than it would just remain as it was.

Rabenhoff

Reply #4 Top

Great ideas, and really needed. I was worried how this would be handled when we had the big debate about Races and Factions during Beta.

 

I'm all for what Stardock has done as far as creating their own unique races, but what is the point when they end up basically the same in the game? When I conquer a city with a different race...so what? I don't even really have to worry about uprisings or anything.

 

I still dream of having population defined by race. I dream of being able to create multi-cultural empires...or play a xenophobic empire that exterminates anyone not like me. I dream of these things having gameplay impacts and forcing interesting choices.

 

Really hoping we can mod this stuff in.